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Scouts do a little bit of everything. Above all else, they persevere. A Scout is a substitute for a rogue more than any other class. One thing Scouts don't tend to do well is hack people to death. Please leave your Scout toward the rear or middle of the party if you plan on stabbing things.

Abilities:Wisdom is the governing ability for a scout's abilities. Intelligence is important for skills. Dexterity and Constitution are important for their defensive contributions. Strength is important for melee-oriented Scouts, and Charisma's still a dump stat (at least for the most part), although keep in mind that Scouts are supposed to be well-rounded.

Races: Scouting is open to members of all races, although it has a stronger tradition with humans and the races most akin to them.

*A Scout can craft rope weapons (bolas, flails, meteor hammers*, and morningstars) using the Use Rope skill to make a money's fist knot (DC 20). Tying a monkey's fist takes 2d20+10 rounds. Morning stars take one check, bolas and meteor hammers requires two, and a flail takes at least three (one per head). Rope weapons deal lethal damage, but they deal one less damage per die than their metal counterparts (except bolas) and weigh as if they were one size category smaller. For example, a medium-sized rope flail weighs as much as a small-sized flail and deals 1d8-1 bludgeoning damage, minimum one. Rope weapons can be set on fire, in which case they do an extra 1d6 fire damage with each hit, but the weapon is consumed in a number of rounds equal to its size category (a medium weapon burns for five rounds before becoming useless). Multiply a weapon's multiplier on the table below by 5 to determine how many feet of rope it takes to make one of that weapon. A Scout can take 10 or 20 on this check and can retry as many times as he wants, although each attempt (not taking 10/20) consumes 2d20+10 rounds.

*Treat a meteor hammer as a spiked chain that deals bludgeoning damage.

Rope Weapons

Weapon

Multiplier

Bolas

1

Flail

1 (per head)

Meteor Hammer

4

Morning Star

1

Aid Another: Due to a scout's strength in working with others, his aid another checks result in greater bonuses than usual. When a scout anvances in level, he gives greater and greater bonuses. These bonuses do not stack, are based on either a roll ≥10 or ≥15 (not both), and are in addition to the usual +2.

Aid Bonuses

Rank

≥10

≥15

Tenderfoot

+0

+1

Second Class

+1

+1

First Class

+1

+2

Star

+2

+2

Life

+2

+3

Eagle

+3

+3

Be Prepared: A scout who wears his Scout uniform at the expense of all other armor gains a bonus to his AC and initiative checks equal to one half his scout level, minimum one.

Merit Badge: After learning the basics of scouting, scouts advance in rank by collecting merit badges, among other things. A complete list of merit badges can be found here.

Scout Oath: A scout must adhere to the Scout Oath to the best of his abilities at all times. The Scout Oath reads as follows:

The Scout Oath is not as inflexible as the paladin's code of conduct, and there is a certain amount of leniency. For the most part, the Scout Oath governs the Scout's interactions with law-abiding citizens and other Scouts. A Scout could, for example, lie to a known criminal if it was in the best interests of the greater good. Alternatively, a Scout would not necessarily have to be brave or helpful if it might result in the death of himself or his party.

Tenderfoot: As a tenderfoot scout, you have begun the journey of the scout, learning the basics of being a scout. You gain an extra feat from the fighter bonus feat list. This feat cannot have a feat as a prerequisite, and you must meet any other prerequisites.

Evasion (Ex): At second level and higher, a Scout can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Scout is wearing light armor or no armor. A helpless Scout does not gain the benefit of evasion.

Firem'n Chit (Ex): Scouts are trained to start and maintain fires for a variety of useful purposes, including light, cooking, warmth, and signaling. A second level scout can recreate the effects of a produce flame spell at will as a swift action. Note that this is an extraordinary ability and thus cannot be dispelled, nor does it go away in an anti-magic field.

Second Class: As a second class scout, your knowledge has grown in all areas of life. You gain a second feat from the fighter bonus feat list. You must meet any prerequisites of the feat.

Uncanny Dodge (Ex): Starting at fourth level, a Scout can react to danger before his senses would normally allow him to do so (that's called being prepared). He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.

First Class: As a first class scout, you have completed a multitude of both menial and important tasks. You pick up on the subtiltes of scouting, and even begin teaching the younger scouts. You gain another feat from the fighter bonus feat list. This feat cannot have a feat as a prerequisite. However, you don't need to meet any of the prerequisites.

Improved Uncanny Dodge (Ex): A Scout of seventh level or higher can no longer be flanked. This defense denies a rogue (or other similar class) the ability to sneak attack the Scout by flanking him, unless the attacker has at least four more rogue (or other appropriate class) levels than the Scout has Scout levels. If the Scout already has uncanny dodge (see above) from a second class, the Scout automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the Scout.

Mettle (Ex): At tenth level, a Scout can resist magical or unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Scout does not gain the benefit of mettle.

Improved Evasion (Ex): This ability works like evasion, except that while the Scout still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Scout does not gain the benefit of improved evasion.

Improved Mettle (Ex): At sixteenth level, a Scout can resist magical or unusual attacks with even greater willpower or fortitude. Every time the Scout fails a Will or Fortitude save against an effect that has a reduced effect on a successful save, he instead takes the reduced effect as if he had made that save.

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Organizations: Scouts of all different ranks form troops, which are localized to specific areas. Each troop will usually have a designated meeting place and hierarchy. Troops do community work as well as various other activities such as camping and hiking as a means of character-building. Scouts who operate in adventuring parties typically do so as part of their community work and to spread the word of scouting. Troops from nearby regions will usually gather once every few years to interact, spread the word of, and advance the cause of Scouting.

NPC Reactions: There are three ways in which NPCs typically react to scouts: appreciative, neutral, and cynical or dismissive. Appreciative NPCs recognize the values scouting promotes and respect the nobility of its cause. Neutral NPCs may not know much about scouting or may simply not believe in the values scouting promotes. To these people, scouting is a choice, but it is a neutral one, such as belonging to the local merchant's guild or knitting club. Dismissive characters either do not believe in the values scouting adheres to or do not believe the system does an adequate job of instilling these core beliefs. They will treat the scout as an extension of a pointless organization or possibly as simply a naive individual.

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Adaptation:' Girl Scouts is an obvious option. Any youth organization with similar values could also be adapted to a different campaign setting. If you don't plan on playing by Races of War rules, assuming you cope with the merit badges as the stand (Tome skill feats and sphere equivalents), then simply traditionalize the base attack bonus and you're good to go. If you need to scale back the saves a bit as well to let your DM give it a go, then so be it.

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